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@ -26,6 +26,7 @@
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#define FRAMES_DELETE_CHUNKS 4
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#define FRAMES_DELETE_CHUNKS 4
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#define VIEW_DISTANCE 128
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#define VIEW_DISTANCE 128
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#define TEXTURE_SIZE 32
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#endif
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#endif
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#ifdef NDEBUG
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#ifdef NDEBUG
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@ -37,6 +38,7 @@
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#define FRAMES_DELETE_CHUNKS 2
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#define FRAMES_DELETE_CHUNKS 2
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#define VIEW_DISTANCE 512
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#define VIEW_DISTANCE 512
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#define TEXTURE_SIZE 512
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#endif
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#endif
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@ -58,7 +58,7 @@ void Engine::LoadResource() {
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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if (!m_textureAtlas.Generate(512, false)) {
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if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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abort();
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}
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}
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@ -166,7 +166,7 @@ bool World::GenerateChunk(int chx, int chy, Perlin& perlin) {
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for (int x = 0; x < CHUNK_SIZE_X; ++x) // "Lacs"
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for (int x = 0; x < CHUNK_SIZE_X; ++x) // "Lacs"
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for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
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for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
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for (int y = 0; y < 12; ++y) {
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for (int y = 0; y < 13; ++y) {
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if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
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if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
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chunk->SetBlock(x, y, z, BTYPE_ICE, this);
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chunk->SetBlock(x, y, z, BTYPE_ICE, this);
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}
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}
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